Soapbox: About the Industry
Designing Amidst the Tides of Gaming History
by Sandy AntunesJul 08,2003
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Soapbox: About the IndustryDesigning Amidst the Tides of Gaming Historyby Sandy AntunesJul 08,2003
| Designing Amidst the Tides of Gaming HistoryGame designers who fail to change their approach get labeled as retro or stale. Game designers who ignore lessons of past games are branded as amateur. So, in creating a new game system, there must be a 'sweet spot' between "slavish devotion to older gaming styles" and "marking off new territory". We want to be neither 'new for newness sake' nor 'mired in old baggage'. We just want to be kick-butt game designers. That involves balancing the weight of gaming history with the need to update the state of the art. Gaming HistoryTo paraphrase the old acting joke, it seems game rule systems go through 4 stages:
It may seem obvious to state that there are a lot of really good lessons from earlier games, that are often either ignored or reinvented now. Basic Role Playing System (BRPS) "introduced" drama as a deciding resolution possibility. Numerous games provided different ways to tweak the crunchy/light mix to ensure good play. Hundreds of different mechanics and avenues have already been explored. Even social issues relating to gaming are old hat. For example, D&D in 1979 (blue book) introduction yields:
Here's a 24-year old book presenting what is still the most common complaint among the RPGnet forums: finding people with enough time to play, or carving out time ourselves. DataMeanwhile, in the science field, we find (instead of old rule books) we have a lot of old data. Data is even less organized than an RPG book without an index. It just sort of 'is'. But like RPG rules, data lets you create meaningful concepts. A lot of astronomy data is looked at by its principal investigator (PI) for something specific. Really, data has 5 'lives'.
So data is often used beyond its initial acquisition. We should apply the same principals of new-reuse when looking at earlier game development. Tying It TogetherFrom this, I would suggest that any would-be game designer should take a data-similar approach to game design. This involves both knowing and rejecting the entire past history of game design.
So the simple answer to our original issue is that any good game design must have both familiar and novel elements from past designs, plus insight from the designer that adds something new. One has to have the ability to understand what was good in order to create new works that don't suck. It is not enough to just create, nor is study of past works the sole solution to creating new systems. A bit of historian and a bit of inventor must mix to create a viable new work in today's market. Neglecting either component is folly. | |
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